Patch Available - KMST 1.2.19
#21
Mechanic Dash: now has a cooldown.

I repeat:

Mechanic Dash: now has a cooldown.

What kind of stupid fucking logic was required to make this decision?
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#22
lul, explorer mages just lost 90% of their elemental ignore, may as well be a damage buff and rename it at this point.
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#23
[Absolute Kill]: the ability to instantly kill normal monsters is removed. The attack will only do percent damage.

Wow. Just a few patches ago, when they changed the instant death mechanics, it was said that insta-kill was a special feature of the skill. This is ridiculous. Rolleyes

EDIT: Oh, it seems insta-kill system was removed. Well, it didn't really affect the combat THAT greatly.
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#24
Quote:Phantom Shroud: Based on the number of movements made, a cooldown will now be applied after this skill is used
Judgement: item drop rate boost has been decreased from 10% to 5% (20% to 5%)
Talent of Phantom Thief: Bishop’s Heal can no longer be stolen
Ultimate Drive: Damage has been decreased
Final Judgement: Item drop rate boost has been decreased from 20% to 5%

Also:
Dark Sight: If you dodge a % HP attack with Dark Sight, Dark Sight will be removed and it will go on cooldown for 5 seconds

... *Metaphorically jumps off the nearest cliff*
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#25
hadriel Wrote:With that ignore resistance effect being heavily shafted, this feels like a very big nerf for mages...

Godammit just increase our attacking speed for Luminous, will you?

Hadriel

Time to become a full fledged mobber Rolleyes +70% final damage -hkos everything with LR on darkness mode- hopefully it really is FINAL damage and not some pomegranatety % damage
They should give us 50% elemetal resist at the very least... and some extra 1 atk speed passive.
[Image: 900x900px-LL-58cf3418_salt_intensifies.gif]
I wonder how much damage we've lost on magnus and cra... wait don't tell me Frown I wonder if final damage gets cut by elemental reduction :/ like 70% > 35% or something :/ :/ :/ (I don't care about 10%, 20% if you have that pomegranatety trait maxed fuk it)
Way to make mages Luminous obsolete Frown
Edit : I'm done with this game, after checking it in KMST it made all my progress through the years literally muda, as if Luminous was so op to justify this... Just cut all my damage in half (Roll back me to 2014 feburary again will you?????) jesus for no reason
ㅗ Nexon. Also why nerf phantom again? Especially after buffing it smh smh smh smh
http://www.insoya.com/bbs/zboard.php?id=...&no=386545
LUMI FOREVER 35 (ON RESISTANT BOSSES, RIGHT NOW IT'S 22 TIME TO 22->35 WORST CLASS DAMAGE WISE WEE) FUUUUUUUUUUUUUUCK YOUUUUUUUUUUUUUUU NEXOOOOOOOOOOOONNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN NNNNNNNNNNNNNNNNNNNNN JUST NERF ME FOR NO REASONNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN NNNNN
[video=youtube;miOWJ4rKb_g]https://www.youtube.com/watch?v=miOWJ4rKb_g[/video]
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#26
Orange Mushroom's blog now has a post on all this: http://orangemushroom.net/2015/09/02/kms...balancing/ (Late but the URL was never posted in here)

Bowmaster changes...5 second cooldown on turret ain't so bad. Mortal Blow now gives 10% chance to increase damage by 20%? Useful, finally. Hurricane's Reinforce hyper increased to a 30% boost? Now Hurricane is...about 234% x 2 lines compared to the current GMS 208% x 2 lines. Not a bad trade off for a 5 second cooldown on turret.
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#27
Curtiss Wrote:... *Metaphorically jumps off the nearest cliff*

Guess I'm finally quitting the class.......
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#28
Shads Wrote:Guess I'm finally quitting the class.......

Not like any others are doing better.

I truly fail to understand Nexon's behavior.
First they say they want each class to have a distinct playstyle and interesting mechanics, and then they go and nerf each class's special moves and perks. How does that even make sense?
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#29
StarStrafer Wrote:But when you're hitting cap are you really hitting cap? or is cap just a number portrayed on screen and you are actually hitting more? If we are able to hit more than cap wouldn't this be beneficial for both highly funded and lowly funded MarksMan?

The damage cap is not just visual. If you see yourself hitting 50m, or whatever cap a certain skill has, you're really hitting that much. If you increase your stats, and you're still hitting cap, you're still just hitting cap.

SaptaZapta Wrote:Not like any others are doing better.

I truly fail to understand Nexon's behavior.
First they say they want each class to have a distinct playstyle and interesting mechanics, and then they go and nerf each class's special moves and perks. How does that even make sense?

I feel like perhaps Nexon has different ideas on what the distinct playstyle of each class should be than the players do, but that could just be the immense "saltiness" I feel regarding Paladin's concept as "Elemental Warrior" and Mihile's concept as "Holy Tank".
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#30
Grey Wrote:I feel like perhaps Nexon has different ideas on what the distinct playstyle of each class should be than the players do, but that could just be the immense "saltiness" I feel regarding Paladin's concept as "Elemental Warrior" and Mihile's concept as "Holy Tank".

Their ideas don't even sync with the game properly. Elements haven't been relevant to mainstream gameplay in years

also the salt is still real
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#31
Thank you for clearing that up for me, so in reality the bowman buff is not that bad especially for low funded players.
Grey Wrote:The damage cap is not just visual. If you see yourself hitting 50m, or whatever cap a certain skill has, you're really hitting that much. If you increase your stats, and you're still hitting cap, you're still just hitting cap.



I feel like perhaps Nexon has different ideas on what the distinct playstyle of each class should be than the players do, but that could just be the immense "saltiness" I feel regarding Paladin's concept as "Elemental Warrior" and Mihile's concept as "Holy Tank".
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#32
I haven't played in months now, but if Dark Sight gets a cooldown...aren't Shadowers kinda boned?
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#33
Quote:Sanctuary: effect where regular monsters would be left with 1 HP has been removed, this skill only deals percent damage now
Advanced Charge: instant kill chance has been removed

LOL this is actually a very a huge buff for paladin. It is what i always wanted and i am very happy about this. Now sanctuary can finally insta kill every mob in the game instead of being worthless by leaving them at 1HP only. Currently its only usefully against boss mobs since those are the only mobs it can actually straight up kill and clear the map. This will speed up training on all maps by using sanctuary to clear the entire map and speed up spawn not instead of just boss mob maps. 1hp thing was only good way back before potential system when paladins were weak and sanctuary was our only strong mob skill.

Insta kill on advance charge was always worthless since and never noticeable at such a low rate because you already 1hit ko every mob in the game regardless of what skill you use (except sanctuary lol), and it didn't work on boss mobs either. So it being removed is meaningless and has no effect on anything.
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#34
ChronosXIII Wrote:I haven't played in months now, but if Dark Sight gets a cooldown...aren't Shadowers kinda boned?

I think the cooldown only activates if you are hit with a %HP attack.
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#35
NexonTongueeople are getting too close to that 50mil goal post... guess it's time to artificially extend the gameplay again!

Unreal. They literally halved the damage of some characters overnight. Can't wait til the backlash overwhelms them.
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#36
Justin Wrote:NexonTongueeople are getting too close to that 50mil goal post... guess it's time to artificially extend the gameplay again!

Unreal. They literally halved the damage of some characters overnight. Can't wait til the backlash overwhelms them.

Damn, this year has not been good for them, more so than usual.
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#37
Well...

 Spoiler

Instakill has been pretty much useless the whole time, since the only mobs you'd generally need it to proc on are the ones that turn out to be immune to it. All those nerfs across the board though...and that elemental resist decrease reduction thing especially. 100% to 10% is a ridiculous drop in damage. Seems to me that they're trying to make players blow more money on the game, under the pretext of "class balancing".

That Drain Aura nerf. ._.
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#38
The only time I remember instant killing being ANY good was when demon slayer first released. Then they nerfed it. I also have huge doubts about mortal blow triggering during a boss.
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#39
High Wrote:I think the cooldown only activates if you are hit with a %HP attack.

But that's five seconds of non-Dark Sight Assassinate. Unless Shadowers gained a new 1v1 attack that I'm not aware of, that hurts.
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#40
Is someone able to post the exact changes to Kinesis. Like numbers wise? It's not on Max's blog T_T
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